UI Textures

I can help.

So I've made some great UI textures that greatly resembles Halo Anniversary. The problem right is that I don't know how to import it to CE. As a gift, I would like to contribute my talents on UI texturing to CMT's new UI if you CMT members are interested. Here is the video. http://youtu.be/zsOzatXdGx4

Jaz, I understand your critism, but it seems very unresonable. If you ever modded halo texture files, they only can go so high in quality. Surely I wish I can insert higher resolution or better model, but I simply don't have the resource to allow me. Here is just show what I can do simple with a skin over, not making a marketable product. If you can show me how CMT should look better, please do something to enlight me. I would be gladly to see your awesomer work.

I think Jaz meant that the graphics (the Reach-font text, sticking to a streamlined, gradient design with silver and blue etc) isn't exactly like the CMT-SPV3 HUD or what he thinks is "CMT's style".
(I would agree, except... yeah, I don't think CMT has a set 'style', either.. I don't think "blue and blocky" is what CMT intended their style to be, at least...)

If anything, I think the button layout could use some more work... I'll be looking forward to seeing how you MEANT to lay it out.

Other than that, I think your UI looks good -it's as best as your personal style and the Halo engine will let you do, I think.

As for the Halo model, if you're alright with me modeling using Google SketchUp, I could try to make a better 3D model?
(Though you will need to make your own textures for it and convert the 3D model from either SketchUp, AC3D or Blender..)

I think Jaz meant that the graphics (the Reach-font text, sticking to a streamlined, gradient design with silver and blue etc) isn't exactly like the CMT-SPV3 HUD or what he thinks is "CMT's style".
(I would agree, except... yeah, I don't think CMT has a set 'style', either.. I don't think "blue and blocky" is what CMT intended their style to be, at least...)

If anything, I think the button layout could use some more work... I'll be looking forward to seeing how you MEANT to lay it out.

Other than that, I think your UI looks good -it's as best as your personal style and the Halo engine will let you do, I think.

As for the Halo model, if you're alright with me modeling using Google SketchUp, I could try to make a better 3D model?
(Though you will need to make your own textures for it and convert the 3D model from either SketchUp, AC3D or Blender..)

-I had something like this for an idea. What do you think?

that's great, lets see what lag thinks of it.

00m9, on 04 February 2012 - 12:28 AM, said:

Thanks LegioOfShadow. You understand my view.

Jaz, I understand your critism, but it seems very unresonable. If you ever modded halo texture files, they only can go so high in quality. Surely I wish I can insert higher resolution or better model, but I simply don't have the resource to allow me. Here is just show what I can do simple with a skin over, not making a marketable product. If you can show me how CMT should look better, please do something to enlight me. I would be gladly to see your awesomer work.

damn it, I was thinking of changing the textures to some really hi-res ones that I got from skyrim-HD. :/

The menu is confusing. Stock Halo menu looks better. Also, you should not label your own work as "CMT Concepts" because it sounds like this is being put out by CMT. Just called it Halo CE UI concept and present it to them.

What I've said has little constructive criticism, but I like what you're doing. How about you position the menu items more like in here (minus the xbox bullshit):

I actually really like the UI that Amit posted. That's a neat concept. Unfortunately I think it would only work if you had everything to the side like that. If only there was a way to set up the Pillar of Autumn to fly by the camera like that. Animated scenery perhaps? I can't remember all of the rules for UI's though.

Maybe it doesn't have to fly by. Maybe it's possible to give the illusion that it is moving past the screen by using camera movement to feign it. But then comes the problem of making it become smaller and smaller as it approaches Alpha Halo.

Needs work. Blurry textures, and the layout needs to be modernised. A streamlined UI doesn't mean you only have three buttons.

You also need to stick to CMT's style. Your style doesn't really fit SPV3 very well.

No offence, but you need to do a lot of work on this before it's anywhere near working well with CMT's mod. At the moment, it's a different style, and it's not very high quality.

( Yeah, CMT's work is awesome so if you're gonna make a UI for them, it needs to be just as awesome or awesomer )

Unfortunately Halo's UI works by taking a 640x480 "box" and stretching it to the resolution you use. I've spent a fair amount of time tooling around with UI tags and never found a way around it. No matter what you do, a UI will always look a little fuzzy in resolutions higher than 640x480. You can kind of work around it by using text rendered by halo (instead of bitmaps) but it's pretty ugly and aliased.

Unfortunately Halo's UI works by taking a 640x480 "box" and stretching it to the resolution you use. I've spent a fair amount of time tooling around with UI tags and never found a way around it. No matter what you do, a UI will always look a little fuzzy in resolutions higher than 640x480. You can kind of work around it by using text rendered by halo (instead of bitmaps) but it's pretty ugly and aliased.

Does OS have any features available to assist with this?

I remember seeing an OS UI on Modacity(Yes I know I've mentioned it like 100 times, but it's awesome!), but there was no mention of why exactly it's actually an 'OS' UI. Surely there must be something in OS that assists with UIs?

In the meantime, I'm sorry for it being ten days late (real life kept me from completing the 3D models), but I finally finished a simple version of the updated Halo ring!

I think this level of details is enough for the UI's purposes -after all, the total circle is made of 120 segments, and the inside curve is made of 12 vertices... It might almost be too much; sorry if it is.
(though the original ring had about 150 segments for a full circle)

Right now, the ring is modeled to look similar to the Halo 3 version of the ring; the Anniversary version will take a LOT more time and might cause low-end computers to crash upon completion, but it'd look epic.
Should I continue to make it Anniversary-ish (which will take a lot longer to do), or would you like the current model as-is?

-oh right. Here's a quick look at the model! 'hope y'all like it!

Model is currently in a 1/1000 scale -so every kilometer on the real Halo is only one meter in this model. Will change in final version if requested.

I remember seeing an OS UI on Modacity(Yes I know I've mentioned it like 100 times, but it's awesome!), but there was no mention of why exactly it's actually an 'OS' UI. Surely there must be something in OS that assists with UIs?

I'm honestly not sure, you'd have to ask kornman. I'm pretty clueless when it comes to Open Sauce's potential.